function Node_HSV_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "HSV Extract"; batch_output = false; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Output Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { #region var _arr = getInputData(1); outputs[| 0].name = _arr? "HSV" : "Hue"; outputs[| 0].setArrayDepth(_arr); outputs[| 1].setVisible(!_arr, !_arr); outputs[| 2].setVisible(!_arr, !_arr); outputs[| 3].setVisible(!_arr, !_arr); } #endregion static setShader = function(index) { DRAW_CLEAR BLEND_OVERRIDE switch(index) { case 0 : shader_set(sh_channel_H); break; case 1 : shader_set(sh_channel_S); break; case 2 : shader_set(sh_channel_V); break; case 3 : shader_set(sh_channel_A); break; } } static resetShader = function() { shader_reset(); BLEND_NORMAL } static processData = function(_outSurf, _data, output_index) { #region var _arr = _data[1]; if(_arr && output_index) return _outSurf; if(_arr) { for( var i = 0; i < 4; i++ ) { var _surf = array_safe_get_fast(_outSurf, i); _surf = surface_verify(_surf, _ww, _hh); _outSurf[i] = _surf; surface_set_target(_surf); setShader(i); draw_surface_safe(_data[0]); resetShader(); surface_reset_target(); } } else { surface_set_target(_outSurf); setShader(output_index); draw_surface_safe(_data[0]); resetShader(); surface_reset_target(); } return _outSurf; } #endregion }